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from dataclasses import dataclass

from Options import PerGameCommonOptions, Toggle, Choice, DefaultOnToggle, Range, OptionSet


class ShuffleDoors(DefaultOnToggle):
    """If enabled, most doors will open from receiving an item rather than fulfilling the in-game requirements."""
    display_name = "Shuffle Doors"


class ShuffleControlCenterColors(Toggle):
    """
    Some doors open after solving the COLOR panel in the Control Center. If this option is enabled, these doors will
    instead open upon receiving an item.
    """
    display_name = "Shuffle Control Center Colors"


class ShuffleGalleryPaintings(Toggle):
    """If enabled, gallery paintings will appear from receiving an item rather than by triggering them normally."""
    display_name = "Shuffle Gallery Paintings"


class ShuffleLetters(Choice):
    """
    Controls how letter unlocks are handled. Note that H1, I1, N1, and T1 will always be present at their vanilla
    locations in the starting room, even if letters are shuffled remotely.

    - **Vanilla**: All letters will be present at their vanilla locations.
    - **Unlocked**: Players will start with their keyboards fully unlocked.
    - **Progressive**: Two items will be added to the pool for every letter (one for H, I, N, and T). Receiving the
      first item gives you the corresponding level 1 letter, and the second item gives you the corresponding level 2
      letter.
    - **Vanilla Cyan**: Players will start with all level 1 (purple) letters unlocked. Level 2 (cyan) letters will be
      present at their vanilla locations.
    - **Item Cyan**: Players will start with all level 1 (purple) letters unlocked. One item will be added to the pool
      for every level 2 (cyan) letter.
    """
    display_name = "Shuffle Letters"
    option_vanilla = 0
    option_unlocked = 1
    option_progressive = 2
    option_vanilla_cyan = 3
    option_item_cyan = 4


class ShuffleSymbols(Toggle):
    """
    If enabled, 19 items will be added to the pool, representing the different symbols that can appear on a panel.
    Players will be prevented from solving puzzles with symbols on them until all of the required symbols are unlocked.
    """
    display_name = "Shuffle Symbols"


class ShuffleWorldports(Toggle):
    """
    Randomizes the connections between maps. This affects worldports only, which are the loading zones you walk into in
    order to change maps. This does not affect paintings, panels that teleport you, or certain other special connections
    like the one between The Shop and Control Center.
    """
    display_name = "Shuffle Worldports"


class KeyholderSanity(Toggle):
    """
    If enabled, 26 locations will be created for placing each key into its respective Green Ending keyholder.

    NOTE: This does not apply to the two disappearing keyholders in The Congruent, as they are not part of Green Ending.
    """
    display_name = "Keyholder Sanity"


class CyanDoorBehavior(Choice):
    """
    Cyan-colored doors usually only open upon unlocking double letters. Some panels also only appear upon unlocking
    double letters. This option determines how these unlocks should behave.

    - **Collect H2**: In the base game, H2 is the first double letter you are intended to collect, so cyan doors only
      open when you collect the H2 pickup in The Repetitive. Collecting the actual pickup is still required even with
      remote letter shuffle enabled.
    - **Any Double Letter**: Cyan doors will open when you have unlocked any cyan letter on your keyboard. In letter
      shuffle, this means receiving a cyan letter, not picking up a cyan letter collectable.
    - **Item**: Cyan doors will be grouped together in a single item.

    Note that some cyan doors are impacted by door shuffle (e.g. the entrance to The Tower). When door shuffle is
    enabled, these doors won't be affected by the value of this option.
    """
    display_name = "Cyan Door Behavior"
    option_collect_h2 = 0
    option_any_double_letter = 1
    option_item = 2


class EnableIcarus(Toggle):
    """
    Controls whether Icarus is randomized. If disabled, which is the default, no locations or items will be created for
    it, and its worldport will not be shuffled when worldport shuffle is on.
    """
    display_name = "Enable Icarus"


class EnableGiftMaps(OptionSet):
    """
    Controls whether the beta tester gift maps are randomized. By default, these are not accessible at all from within
    the randomizer. This option allows you to enter the maps, and creates items and locations for them. If worldport
    shuffle is on, their worldports will be included in the randomization.

    The gift maps are accessed via a panel in The Entry's Starting Room, which only appears if at least one gift map is
    enabled. It is also treated like a cyan door, and will not appear until the condition specified in the Cyan Door
    Behavior option is satisfied. Solving this panel with the name of one of the beta testers will teleport you to their
    corresponding gift map.

    In the base game, nothing happens once you complete a gift map. Masteries have been added to the gift maps in the
    randomizer so that the player can be rewarded for completing them.

    Note that the gift maps were originally only intended to be played by specific people, and as a result may be
    frustrating or require knowledge of inside jokes. The Crystalline is particularly difficult as it requires
    completing a parkour course.
    """
    display_name = "Enable Gift Maps"
    valid_keys = ["The Advanced", "The Charismatic", "The Crystalline", "The Fuzzy", "The Stellar"]


class DaedalusRoofAccess(Toggle):
    """
    If enabled, the player will be logically expected to be able to go from the castle entrance to any part of Daedalus
    that is open to the air. If disabled, the player will only be expected to be able to enter the castle, the moat,
    Icarus, and the area at the bottom of the stairs. Invisible walls that become opaque as you approach them are added
    to the level to prevent the player from accidentally breaking logic.
    """
    display_name = "Allow Daedalus Roof Access"


class StrictPurpleEnding(DefaultOnToggle):
    """
    If enabled, the player will be required to have all purple (level 1) letters in order to get Purple Ending.
    Otherwise, some of the letters may be skippable depending on the other options.
    """
    display_name = "Strict Purple Ending"


class StrictCyanEnding(DefaultOnToggle):
    """
    If enabled, the player will be required to have all cyan (level 2) letters in order to get Cyan Ending. Otherwise,
    at least J2, Q2, and V2 are skippable. Others may also be skippable depending on the options chosen.
    """
    display_name = "Strict Cyan Ending"


class VictoryCondition(Choice):
    """
    This option determines what your goal is.
    
    - **Gray Ending** (The Colorful)
    - **Purple Ending** (The Sun Temple). This ordinarily requires all level 1 (purple) letters.
    - **Mint Ending** (typing EXIT into the keyholders in Control Center)
    - **Black Ending** (The Graveyard)
    - **Blue Ending** (The Words)
    - **Cyan Ending** (The Parthenon). This ordinarily requires almost all level 2 (cyan) letters.
    - **Red Ending** (The Tower)
    - **Plum Ending** (The Wondrous / The Door)
    - **Orange Ending** (the castle in Daedalus)
    - **Gold Ending** (The Gold). This involves going through the color rooms in Daedalus.
    - **Yellow Ending** (The Gallery). This requires unlocking all gallery paintings.
    - **Green Ending** (The Ancient). This requires filling all keyholders with specific letters.
    - **White Ending** (Control Center). This combines every other ending.
    """
    display_name = "Victory Condition"
    option_gray_ending = 0
    option_purple_ending = 1
    option_mint_ending = 2
    option_black_ending = 3
    option_blue_ending = 4
    option_cyan_ending = 5
    option_red_ending = 6
    option_plum_ending = 7
    option_orange_ending = 8
    option_gold_ending = 9
    option_yellow_ending = 10
    option_green_ending = 11
    option_white_ending = 12


class EndingsRequirement(Range):
    """The number of endings required to unlock White Ending."""
    display_name = "Endings Requirement"
    range_start = 0
    range_end = 12
    default = 12


class MasteriesRequirement(Range):
    """The number of masteries required to unlock White Ending.

    There are only 13 masteries in the base game, but some of the other slot options may add more masteries to the
    world. If the chosen number of masteries is higher than the total in your world, it will be automatically lowered to
    the maximum."""
    display_name = "Masteries Requirement"
    range_start = 0
    range_end = 19
    default = 0


class TrapPercentage(Range):
    """Replaces junk items with traps, at the specified rate."""
    display_name = "Trap Percentage"
    range_start = 0
    range_end = 100
    default = 0


@dataclass
class Lingo2Options(PerGameCommonOptions):
    shuffle_doors: ShuffleDoors
    shuffle_control_center_colors: ShuffleControlCenterColors
    shuffle_gallery_paintings: ShuffleGalleryPaintings
    shuffle_letters: ShuffleLetters
    shuffle_symbols: ShuffleSymbols
    shuffle_worldports: ShuffleWorldports
    keyholder_sanity: KeyholderSanity
    cyan_door_behavior: CyanDoorBehavior
    enable_icarus: EnableIcarus
    enable_gift_maps: EnableGiftMaps
    daedalus_roof_access: DaedalusRoofAccess
    strict_purple_ending: StrictPurpleEnding
    strict_cyan_ending: StrictCyanEnding
    victory_condition: VictoryCondition
    endings_requirement: EndingsRequirement
    masteries_requirement: MasteriesRequirement
    trap_percentage: TrapPercentage